north carolina s&h pdf · 2016-08-15 · sample alp graphics - animated grids and scenes...

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4/7/16 1 Visual Immersion System™: Communica5on Enhancement for Au5sm Spectrum Disorders Howard C. Shane North Carolina Speech & Hearing Associa8on April 27, 2016 Harvard Medical School Boston Children’s Hospital Visual Immersion System™: Communica5on Enhancement for Au5sm Spectrum Disorders This short course will overview a communica?on strategy for children with a moderate to severe au?sm spectrum disorder known as the Visual Immersion System™. This uses visual supports and state of the art technology and takes advantage of the strong visual processing skills and interest in electronic media of children on the au?sm spectrum. Released 2008 Available on Amazon as of October, 2014 PREFACE Purposes 1. Overview the principles and Framework of the Visual Immersion System 2. Differen8ate between grids, visual scene and scene cue displays 3. Describe the ra8onale and methodology for combining visual graphics into the building blocks of language.”

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Page 1: North Carolina S&H PDF · 2016-08-15 · Sample ALP Graphics - Animated Grids and Scenes Protest & Refusal ... • Countdown Boards • Timers • Visual Schedules (daily, calendar,

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Visual  Immersion  System™:  Communica5on  Enhancement  for    

Au5sm  Spectrum  Disorders            Howard  C.  Shane            

   North  Carolina  Speech  &  Hearing  Associa8on                        April  27,  2016      

Harvard  Medical  School  Boston  Children’s  Hospital  

Visual  Immersion  System™:  Communica5on  Enhancement  for  Au5sm  Spectrum  Disorders  

 

•  This  short  course  will  overview  a  communica?on  strategy  for  children  with  a  moderate  to  severe  au?sm  spectrum  disorder  known  as  the  Visual  Immersion  System™.  This  uses  visual  supports  and  state  of  the  art  technology  and  takes  advantage  of  the  strong  visual  processing  skills  and  interest  in  electronic  media  of  children  on  the  au?sm  spectrum.    

Released 2008 Available on Amazon as of October, 2014

PREFACE

Purposes  

1.   Overview  the  principles  and  Framework  of  the  Visual  Immersion  System  

2.   Differen8ate  between  grids,  visual  scene  and  scene  cue  displays  

3.   Describe  the  ra8onale  and  methodology  for  combining  visual  graphics  into  the  building  blocks  of  language.”  

   

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Purposes  

Overview  the  principles  and  framework  of  the  visual  immersion  system  

   

‘Visual Immersion System’ (VIS) •  A visual instruction system for teaching language

concepts that tend to be difficult for people with moderate to severe autism (e.g., verbs, prepositions and attributes)

•  VIS is a closed visual language, limited to the essential

vocabulary and syntax needed to support the comprehension and expression of practical, everyday communication exchanges

•  Training includes instruction in the virtual environment (video clips) and tabletop environment (photographs, toy figurines and miniature objects), then extends to the natural environment to enable functional communication at home, school and community

Key Ingredients of VIS •  Visual language for both language comprehension and

expression

•  Both mentors and learners use the same visual symbols to communicate with one another

•  Targets language comprehension: viewed as foundation for expression

•  Advanced computer and video technologies attract and maintain children’s attention, provide compelling multimedia language instruction, and enable the use of dynamic visual symbols

• Immersion is Immersion – Sign Language Analogy

• Immerse for VIS or other options

Three Modes of Visual Support Addressed in VIS

I. Visual Instructional Mode (VIM): Visual cues used for the purpose of comprehension, which are imposed as an alternative to, or in conjunction with, speech.

II. Visual Expressive Mode (VEM): Visual cues used for the purpose of expressive communication.

III. Visual Organizational Mode (VOM): Visual cues used to represent the organization of an activity, routine, script, or schedule.

Overview of Visual Immersion Program (VIS)

Seven Communicative Operations

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Communicative Functions Communication instruction for moderate to

severe ASD:

1. Protesting and Refusal 2.  Organization and Transitions (1 & 2 language that supports organization and control) 3. Requests 4. Directives 5. Comments 6. Questions 7.  Social Pragmatics 3 - 7 language for everyday functions

Communicative Functions

Instruction of the seven functions should not be viewed as hierarchical – not a serial process

Today will cherry pick* from each of the functions

*  Cherry  Pick  

Selec8vely  choose  (the  most  beneficial  items)  from  what  is  available.  

cherry-­‐pick  something  Fig.  to  choose  something  very  carefully.  (As  if  one  were  closely  examining  cherries  on  the  tree,  looking  for  the  best.)    

Cherry  Pick  Selec8vely  choose  (the  most  beneficial  items)  from  what  is  available.  

Communicative Functions Communicative Functions do not include abstract language

(…with liberty and justice for all), passive voice (The book was

read by the boy), complex syntactic structures (If he hadn’t

checked the weather in the morning, then he would have

forgotten to bring his umbrella), figurative language (She flew

to the bookstore) or humor (Why did the chicken cross the

road?).

Purpose    

Differen8ate  between  grids,  visual  scene  and  scene  cue  displays    

So  we’re  all  on  the  same  page    

   

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Display  Formats  

Grid  Display  –  A  grate-­‐like  screen  arrangement  containing  a  target  areas  into  which  symbols  or  text  are  placed.  Targets  serve  as  either  a  vocabulary  end  point  or  lead  to  rela8onal  targets  (symbols)  on  other  screens.    

Grid  based  Display  

Grid  based  Topic  Display  –  Direc8ve  or  Comment  -­‐  singing  

Display  Formats  Visual  Scene  Display  -­‐  Visual  scene  displays  (VSDs)  portray  events,  

people,  ac8ons,  objects  and  ac8vi8es  against  the  backgrounds  within  

which  they  occur  or  exist.  These  scenes  are  used  as  an  interface  to  

language  and  communica8on.  A  VSD  may  represent:  

 •  a  generic  context  (e.g.,  a  drawing  of  a  house  with  a  yard,  an  

 office  with  workers  or  a  school  room  with  a  teacher  and  students.)  

 •  a  personalized  context  (e.g.,  a  digital  photo  of  a  child  playing  in  

 his  bedroom  or  a  picture  of  the  family  on  a  beach  while  on  

 vaca8on.)      

                     ACN  NEWS,  August  2004  

Recogni8on  of  de-­‐constructed  Scene    

Visual  Scene   Deconstructed  Elements  

Research  /  Literature  Background  

Summary  of  Drager  et  al.  (2003)    •  Purpose:  To  compare  children’s  ability  to  locate  vocabulary  on  grid  vs.  visual  scene  display  

•  Par8cipants:  2  ½  year  old  children,  n  =  30  •  Results:  Children  did  significantly  befer  with  the  VSD  than  the    grid  display  

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Scene  Based  Display  

         Companion  (Circa  1995)  –  Commercialized  as  screen  format  op8on  on  the  Freestyle    

Companion  Home  Screen  

Companion  Sub-­‐Level  Screen     Companion  Sub-­‐Level  Screen  

 

Display  Formats  

 Visual  Scene  Cue  -­‐  symbols  that  represent  an  en5re  event/ac5vity.  They  contain  the  relevant  background  context,  agents,  objects,  ac8ons  and  the  interac8ons  of  the  agents  and  objects.  Visual  scenes  are  either:  •  Dynamic  scenes  –full-­‐mo8on  video  clips  that  illustrate  how  the  ac8vity/event  unfolds  over  8me,  or    

•  Sta8c  scenes  –digital  photographs  that  capture  a  single  prototypical  moment  in  an  ac8vity/event.      

   Visual  Immersion  System:  A  Guide  to  Communica5on  Enhancement  for  Au5sm  Spectrum  Disorders)  

Display  Formats  

1.   Rela8vely  recent  display  format  2.   Expanded  due  to  technological  advancements  3.   Are  recognized  earlier  than  grid  displays  at  earlier  

developmental  age  4.   Seemingly  more  intui8ve  -­‐  -­‐  when  compared  to  de-­‐

constructed  scene    5.   Scenes  phrase  or  concept  based  ;  grids  element  based  6.   Scenes  –  circumvent  Language  

 

Visual  Scene  Displays  and  Scene  Cues    

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Research  /  Literature  Background  

Summary  of  Schlosser,  R.  W.,  Laubscher,  E.,  Sorce,  J.,  Koul,  R.,  Flynn,  S.,  Hotz,  L.,  Abramson,  J.,  Fadie,  H.,  &  Shane,  H.  (2013)    •  Purpose:  Assess  effect  of  visual  scenes  and  scene  cues  on  comprehension  

•  Par8cipants:  10  subjects  with  ASD  •  Results:  Significant  improvement  in  comprehension  when  scene  cue  provided  

Research  /  Literature  Background  

Summary  of  Remner,  R,  Baker,  M.,  Karter,  K.,  Kearns,  K.,  &  Shane,  H.  (In  Press)  Use  Of  Augmented  Input  To  Improve  Understanding  Of  Spoken  Direc5ves  By  Children  With  Moderate  To  Severe  Au5sm  Spectrum  Disorder    •  Purpose:  Assess  effect  of  visual  scenes  and  scene  cues  on  

comprehension  &  replicate  Schlosser  et  al,  2013  •  Par8cipants:  10  subjects  with  ASD  •  Results:  Significant  improvement  in  comprehension  

when  scene  cue  provided  

Research  /  Literature  Background  

•  Limited  research  founda8on  for  use  of  visual  scene,  scene  cue  or  grid  displays  despite  considerable  popularity  as  founda8on  for  AAC.      

•  The  limited  research  seems  to  favor  VSDs  with  respect  to  vocabulary  iden8fica8on.  

•  When  compared  to  speech  direc8ves,  VSCs  improve  understanding  the  intent  of  preposi8onal  direc8ves  

Developmental  Trajectory  

Clinical  observa8on  (and  limited  research)  suggests  a  developmental  con8nuum  that  extends  from  Noun  Elements,  Scene  Cues  and  Visual  Scene  Display  comprehension  during  early  developmental  periods  to  Grid  Display  made  up  of  elements  (and  Text)  at  later  stages  

Clinical  /  Developmental  Trajectory  (Profile  of  Poten8al  Consumers  of  Visual  Graphic  Language)  

_____________________________________________________  

         Six  Consumer  Groups      

Pre-­‐sceneà  Visual  Scene  àTransi8on  (to  Grid)  àGrid  àTransi8on  (to  Text)  àText      

1                                                  2        3                        4                  5                6  

                   Display                                                                                                            Display                                                                                Display  

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Developmental  Trajectory  

Vast  majority  of  individuals  with  moderate  to  severe  ASD  primarily  employ  the  communica8ve  func8on  of  reques8ng,  likely  because:    1.   Not  mo8vated  to  share    2.   Difficulty  with  joint  afen8on  3.    Inability  to  combine  the  visual  elements  of  language  –when  do  

combine,  based  on  scripted  sentences  

Clinical Decision Making to Enhance Visual Communication

An Evolving Clinical Exercise  

Grid and Scene Displays

Seven Operations* •  Protest & Refusal •  Organization & Transition •  Requesting •  Commenting •  Directives •  Questions •  Social Pragmatics

Based on: Enhancing Communication in Individuals with Autism: A Guide to the Visual Immersion System  

Grid and Scene Displays

Function 1: Protest & Refusal – Definition -­‐Protest:  Behavior  that  expresses  objec8on  or  disapproval  of  an  ac8vity,  event,  or  person.    -­‐  Refusal:    Behavior  that  expresses  rejec8on  of  an    object,  ac8vity,  or  event  suggested  or  ini8ated  by    another  person  (Shane,  O’Brien  &  Sorce,  2009).  

 Means:    

•  Behavioral / physical •  Conventional gesture •  Symbol

 

Grid and Scene Displays

Protest & Refusal –    Behavioral / physical: can be both dangerous and destructive Goal to move from behavioral to symbolic expression  

Likely Causes of Protestation

•  Transitions •  Demands or directives to perform a task or activity •  Removal or cessation of an enjoyable task or activity •  Expecting participation in a distasteful task or activity when introduced •  Lack of ability to request goods and services •  Desire to escape •  Desire for attention

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Nature of Visual Supports

•  Exert control over Environment •  Language of Control

•  Stop •  No •  More •  Finished •  Help

Sample ALP Graphics - Animated

Grids and Scenes

Protest & Refusal

⏎ Visual  Scene  Display  

Grid  Display  

à  

à  

Protest  &  Refusal  –    Protest  Bar  Imbedded  into  Scene  

One  possible  difference  and  likely  advantage  of  Scene    Display  is  placement  of  a  “protest  strip”  within  the  seqng  in  which  a  symbolic  communica8ve  replacement  might  be  needed  

Function 2: Organization & Transitions

Definitions: Organization - arranging elements (e.g., tasks, events) into an orderly, functional, structured whole. Transition - the process of changing from one state, stage, or activity/environment to another.

•  Traditionally considered a VOM

• Not a speech act per se

Assessment  of  Organiza8on  and  Transi8ons    

Part  1:  Transi8ons        Ques8on  1:  Does  the  learner  have  difficulty  transi8oning  between  ac8vi8es?    Ques8on  2:  Does  the  learner  have  difficulty  with  novel  environments?    Ques8on  3:  Does  the  learner  have  difficulty  with  changes  in  rou8ne?    Ques8on  4:  Does  the  individual  exhibit  aggression,  non-­‐compliance,  or  passivity  during  /in  Transi8ons?    

Assessment  of  Organiza8on  and  Transi8ons    

Part  2:  Organiza8on    Ques8on  1:  Does  the  learner  have  difficulty  sustaining  par8cipa8on  in  learning  tasks?      Ques8on  2:  Does  the  learner  have  difficulty  understanding  sequences?    Ques8on  3:  Does  the  learner  have  difficulty  with  appropriate  expecta8ons?    Ques8on  4:  Does  the  individual  exhibit  aggression,  non-­‐compliance,  or  passivity  during  learning  situa8ons?  

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Aligning  With  Characteris5cs  of  Au5sm  

Behavior Control & Aggression Problems

Method: First – Then Displays: Countdown Boards: Social

Stories: Timer

Function 2: Organization & Transitions

•  First/Then Displays

•  Countdown Boards

•  Timers

•  Visual Schedules (daily, calendar, and activity schedules)

School Work

Then

Playground

First

10 minutes

First-Then Low Tech - Expanded •  Built in duration & trial information – static scene cues

10 Trials

Math

Next Then

Basketball Videos

10 Trials

First

5 Baskets 15 minutes

First-Then – Low Tech - Expanded •  Built in multiple steps

Traditional Daily Schedule – Low Tech

Traditional LayoutØ Typically refers to Where or Location

Ø Can refer to “who” as marker

Function 2: Organization & Transitions

Daily Schedule - Expanded

Event: The theme of the event Who: The participants in the task

Where: The location where the task will be performed What: Activities that will be performed

How Long/Many: Number of repetitions required or duration of task

Reward: Reinforcement for participating in the activity, if applicable

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Additional Innovations in Visual Organization

•  If I -Then Display

•  Preparation for Uncomfortable Circumstances

Organiza8on  &  Transi8on  Final  Thoughts    

•  Be  certain  the  level  of  representa8on  is  understood  -­‐-­‐  Content  of  grid  can  be  a  who,  what  or  where  

•  Grids  oten  use  scenes  as  content  –  scene  enhances  comprehension  

•  Most  schedules,  calendars,  first  then  displays,  etc.  are  grids,  yet  content  is  oten  scene  based  

Grid and Scene Displays

Requesting

Expressing  a  desire  for  objects  (e.g.,  toys,  food),  ac5vi5es,  people,  affec5on,  aSen5on,  recurrence,  assistance,  and  informa5on/clarifica5on

Requesting: Goal •  An  important  goal  of  AAC  /  reques8ng  is  to  provide  a  symbolic  rather  than  physical  means  of  expression    

Physical  Requests          vs      Symbolic  Requests    

      -­‐  Limited              -­‐    Easily  understood        

                                                                         -­‐    Needs  instruc8on    

   

Cookie  

Func8on  3:  Thoughts  about  Reques8ng  •  Communication should be easy •  Don’t reduce spontaneity with artificial syntax •  Motivation •  Level of Representation •  Mands work •  Practice across environments and partners •  Stilted requesting speech is hard to break

• What is the real benefit of: Name + Want + Item + Please

Func8on  3:  Thoughts  about  Reques8ng  Overwhelming Clinical Focus on the Requesting Communicative Function Reasons? Thoughts?

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Display  Formats  that  Enable  Reques8ng  

•  Noun  element  reques8ng  displays  •  Visual  scene  displays  •  Linked  visual  scene  displays  •  Hybrid  visual  scene  displays  •  Grids    •  Text  

     

Picture  Exchange  Communica8on  System  (PECS)  

 

 Classic  Example  of  Noun  Element  Reques8ng    

PECS    (Likely  Most  Popular  Grid  Display)  

Behaviorists  approach  to  communica8on  Enhancement    Ubiquitous  

– Why  à  it  works  – Why  à  easy  to  understand  steps  

 But      

–  is  it  a  Glass  Ceiling?  –  It  is  the  an8thesis  of  teaching  genera8ve  language    –  Really  only  about  reques8ng  (  I  +  want  +  __  +  please)  

Strengths of PECS •  Demonstrable success - - program comprehensible • 

•  Mand is teachable

•  Early focus on requesting -- an achievable skill •  ‘Tear and put’ selection

– Primary difference from past AAC requesting approaches (although not necessary for all children).

– Establishes relationship between learner and mentor and provides a visual model of syntactic construction.

– Electronic version of ‘tear and put’ is symbol selection to message window.

•  Children learn to use symbols to communicate –  learn that others can understand them –  learn that they can specify their reinforcement

•  Reduces early behavioral problems caused by decreased ability to request goods and services

Visual  Scene  Display  Reques8ng  

Use familiar, natural background setting

Goldfish  in  a  lunchbox   Goldfish  on  a  shelf  

Linked  Visual  Scene  Displays  

•  Launches  learner  from  one  scene  to  another  •  Supports  independence,  naviga8on  skills  

   

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Grid  Displays  

•  For  combining  symbols  to  create  sentences  •  Message  window    •  Expanded  naviga8onal  demands  

Reques8ng  Summary  

•  Many  display  types    •  Reques8ng  should  be  highly  mo8va8ng  •  Reques8ng  is  a  good  founda8on  for  acquisi8on  of  other  func8onal  opera8ons  

•  Move  the  learner  along  the  con8nuum  of  visual  supports  when  possible  

Four Types of Directives    

1.  Control  –  regulates  behavior    “stop”  “stand  up”  

2.  Rou8ne  –  par8cipa8on  in  daily  rou8nes    “open”  “put”  “get”  

3.  Instruc8onal  –  needed  for  educa8onal  ac8vi8es    “circle”  “point”  “show”  

4.  Play-­‐based  –  enable  par8cipa8on  in  games,  play    “roll”  “throw”  “pop”    

Function 4: Directives   Direc8ves:  Ra8onale  for  Instruc8on    

Recep*ve:  •  Direc?ves  make  up  a  large  por?on  of  the  spoken  language  received  by  learners    

•  Difficult  due  to  distrac?bility,  mo?va?on,  non  compliance,  poor  comprehension  

•  Breakdowns  result  in  frustra?on  and  weariness  for  caregivers  

Direc8ves:  Ra8onale  for  Instruc8on    Expressive:  •  Learners  with  ASD  usually  give  few  direc8ves  

–  lack  variety  of  verbs  –  have  reduced  syntax    –  limited  vocabulary  

•  Poor  expression  of  direc8ves  can  lead  to  communica8on  breakdowns  and  helplessness  

•  *  Language  Comprehension  is  Essen8al    

Teaching Directives:  Understand  and  use  informa8on  from  Dynamic  Scene  Cues  (videos),  Sta8c  Scene  Cues  (photographs),  and  Isolated  Elements  (Noun,  verb,  etc)  to:    

–  Improve  understanding  of  noun  labels,  verbs  – Teach  single-­‐step  direc8ons    

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Teaching Directives (Noun & Verb Elements)

Early stage show noun and verb elements. Model expected reaction. e.g., KICK

Verb  (Animated)  element:  anima8on  showing  a  familiar  Ac8on  (verb)  

Direc8ves:  Verb  Elements  

Teaching  Direc8ves:  Verb  Element   Purposes  

Describe  the  ra8onale  and  methodology  for  combining  visual  graphics  into  the  building  blocks  of  language  

   

Syntax  

Rule  based  order  /  organiza8on  of  words  in  a  spoken  sentence    Symbol  Syntax  refers  to  construc8on  of  a  sentences  using  the  elements  of  language  in  a  visual  form  

Why  is  Syntax  Important?  

1.   For  persons  with  moderate  to  severe  au8sm  the  use  of  genera8ve  language,  where  symbols  are  combined  to  form  novel  sentences,  is  rare  

 2.  I  +  “desired  item”  is  a  scripted  sentence  and  not  novel,  genera8ve  language  

 

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Prizant (1983)

“The reproduction of memorized multiword units would seem to be devoid of the creative and generative linguistic processes typically associated with the spontaneous production of multiword utterances.” (p. 303)

79

Reality  of  Expressive  Language    in  Moderate  to  Severe  Au8sm  

•  Spoken  Output  Predominantly  Scripted  Phrases  •  Reques8ng  Predominant  Communica8ve  Func8on  •  Social  Interac8ons  Frequently  Require  Promp8ng  •  Instruc8on  oten  Focused  on  Expression  •  PECS  Predominant  Instruc8onal  Strategy  

Clinical Reality of Language Comprehension in Moderate to Severe Autism

•  Greater Noun Comprehension (Spoken And Visual)

•  Limited Understanding (Verbs, Prepositions, Adjectives, Question Forms)

•  Spoken Language Within Routines Often Understood

•  Context Facilitates Understanding

AUGMENTED  INPUT  

AUGMENTED  INPUT  DEFINED  

The  Introduc5on  of  a  Visual  En5ty  (Graphic  or  Object),  Typically  in  Conjunc5on  with  Speech,  that  is  Intended  to  Improve  Understanding.  (Allen  &  Shane,  2014)      The  Synchronized  Presenta5on  of  Graphic  Symbols  or  Objects  Cues  while  Speaking  with  the  inten5on  of  improving  understanding  and  /  or  expression    

Improving  Comprehension    

APPROACHES  DESCRIBED  IN  THE  LITERATURE    

Augmented  Communica8on  Input      •  First  use  of  term  Augmented  Communica5on  Input    •  Purpose  to  improve  the  comprehension  of  spoken  language  •  Augmented  communica?on  input  “….communica?on  partners]  

wri?ng  or  typing  key  elements  of  their  messages  onto  some  sort  of  system  that  provides  a  visual  display  to  the  individual”  (Beukelman  &  Garrea,  1988,  p.  119)  

•  Used  with  aphasia  adults  

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Improving  Comprehension    APPROACHES  DESCRIBED  IN  THE  LITERATURE    Aided  Language  S8mula8on  (ALgS)    •  Aided  language  s*mula*on  (ALgS)  (Goossens,  1989)  •  Simple,  short  phrases,  a  slowed  rate  of  speech,  expand  on  language  produced  by  the  learner,  and  emphasize  keywords.    

•  “When  providing  aided  language  s?mula?on,  the  facilitator  points  out  picture  symbols  on  the  child’s  communica?on  display  in  conjunc?on  with  all  ongoing  language  s?mula?on”  (Goossens’,  1989,  p.  16)  

•  Used  with  children  with  Cerebral  Palsy  

 “Aided  Language  S8mula8on”  

 

Does  simply  poin8ng  to  symbols  while  speaking  improve  understanding?      

 “Aided  Language  S8mula8on”  

 

 Would  A  Message  /  Accumulator    Window  Improve  Understanding?  

Message  window    Message  Window  

Improving  Comprehension    

APPROACHES  DESCRIBED  IN  THE  LITERATURE  Augmented  Input  (with  visual  scene  cues)              Scene  cues  Defined  

Visual Language Instructional Phases:

•  Learner progresses through all/some of three phases of visual language symbols, from concrete to abstract representations:

Dynamic Scene Cues: full-motion video clips of action

scenes

Animated Verb Graphics - Scene

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Visual Language Instructional Phases

•  Learner progresses through all/some of three phases of visual language symbols, from concrete to abstract representations:

1. Dynamic Scene Cues: full-motion video clips of action scenes

2. Static Scene Cues: photographs that capture a prototypical moment in the action scene

Func8onal  Scene  Cue  -­‐  Play  

   

Toy  cars            

Put  man  in  car  Drive  car  up/down  ramp  Make  the  car  go  fast/slow  Build  a  track  (add  a  piece)  

Ac8vity   Possible  Scene  Cue      

Func8onal  Scene  Cue  -­‐  ADL  

   

   

Bed8me                

Socks  in  the  hamper  Put  on  pajamas  Toothpaste  on  toothbrush  Brush  teeth  Climb  in  bed  

Ac8vity   Possible  Scene  Cue    

Role  of  Scene  Cues    

Enables  Func8onal  /  Prac8cal  Opportuni8es    Serves  as  Founda8on  for  Symbol  Syntax  Learning  

Implications of Scene Cue Mastery Use of dynamic and static cues bypasses language

processor –  Due to load on language processor when using elements, some

children may use static scenes as their communication system

Mastery of static scene cues is a significant accomplishment –  Can be used to promote general understanding and communication

related to: •  Daily Living Skills •  Play •  Transitions •  Requesting •  Commenting •  Clarifying •  Directives

Visual Scene Cues: Limitations

Difficult to flexibly apply visual scene cues to spontaneous situations and messages

–  Highly context-dependent –  Not a cohesive, rule-bound language system

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Learners Needs

•  Be aware that linguistic elements can be combined to make unique meanings

•  Understand rules for combining these disparate linguistic elements into meaningful phrases

Visual Language Instructional Phases

•  Learner progresses through all/some of three phases of visual language symbols, from concrete to abstract representations:

1. Dynamic Scene Cues: full-motion video clips of action scenes

2. Static Scene Cues: photographs that capture a prototypical moment in the action scene

3. Language Element Cues: graphic icons representing each of the individual linguistic components that comprise an action scene (e.g., subject, object, verb, preposition, adjective, etc.)

In Search of a Visual Language

Symbolate: Language Comprehension?

•  Stringing symbols together does not automatically

result in comprehension •  Learners must first have a knowledge of language

elements and semantic relationships •  Paradoxically, stringing symbols together may

actually interfere with comprehension

What’s  Known  About  AUGMENTED  INPUT  

•  Literature  offers  some  evidence  that  comprehension  and  expression  can  be  improved  through  AUGMENTED  INPUT    

•  Clinical  observa8on  suggests  that  exposure  to  symbol  sequencing  during  an  immersive  experience  can  lead  to  improved  comprehension  and  expression  (Op8mal  approach/es  and  candidacy  remains  unstudied)  

 

What’s  Known  About  AUGMENTED  INPUT  (Based  on  experiences  in  Au8sm  Language  Program  at  

Boston  Children’s  Hospital  and  Monarch    School  for  Children  with  Au8sm  )  

 •  Considerable  clinical  outcomes  from  exposure  to  Mixed  Displays  leads  to  improved  understanding  of  symbol  syntax  

•  Pilot  research  and  clinical  outcomes  from  exposure  to  Teaching  Language  Concepts  leads  to  improved  understanding  of  symbol  syntax  

•  Considerable  clinical  outcomes  from  exposure  to  Topic  Displays  leads  to  improved  understanding  of  symbol  syntax  

 

 

 

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Empirical  Ques8on    

 Can  technology  facilitate  the  acquisi8on  of  symbol  syntax  (the  linking  of  element  cues  /sequencing  of  graphic  symbols)?  

Teaching  Language  Concepts    

   

Teaching  Language  Concepts  –  Sotware  Applica8on  Licensed  

to  SpecialNeedsWare  

Overview  and  Use  of  Topic  Displays  

Tool:  Topic  Display    

•  Language  elements  organized  for  one  topic  •  Contains  various  parts  of  speech  •  Color  coded  

Topic  Display  

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Tool:  Topic  Displays  

Use  a  mo8va8ng  theme    Including  mul8ple  pronouns,  verbs,  adjec8ves  and/or  objects      Program  words  in  order  of  sentence  structure    Begin  with  two  contras8ng  concepts    

Overview  and  Use  Mixed  Displays    

Apps  To  Teach  Symbol  Syntax   Sentence  Key  

Sentence  Match  Puddingstone Adventure: Introduction

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Other  Language  Approaches  

Suskind  –  Language  Acquisi8on  through    Disney  Video  viewing     Anima5on  offers  a  medium  of  story  telling  and  visual  entertainment  which  can  

 bring  pleasure  and  informa5on  to  people  of  all  ages  everywhere  in  the  world    

                                                                                                                                                                                                                                     Walt  Disney  

   “She’d  do  it  if  Winnie  the  Pooh  told  her  to  do  it”    

 Quote  from  Mother  from  ALP  Clinic    of  child  with  Au5sm          

             

Suskind’s  Impact    

•  Raised  Awareness  of  Disney  Anima8ons  •  Anima8on  has  a  place  in  language  instruc8on  •  Outcome  based  on  anecdote  not  Behavioral  Science  •  Poten8al  for  Nega8ve  Consequences  –  Obviously  an  Unintended  Consequence  

Final  Thoughts  •  Direc8ves  can  be  given  and  received  with  Visual  Scene  Displays  at  earlier  age  

•  Unscripted  direc8ves  (using  genera8ve  language)  requires  knowledge  of  symbol  syntax  

•  Technology  assists  in  the  acquisi8on  of  symbol  syntax  – Developmental  Trajectory  (scene  cues  to  element  cues)  

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Function 5: Commenting Commen8ng  Defini8on:  

A  behavior,  gesture,  vocaliza8on,  or  other  modality  that  conveys  informa8on  about  observa8ons,  experiences,  knowledge,  opinions,  emo8ons,  and  reac8ons    

 •  Connect  shared  experiences  •  Give  informa8on,  thoughts,  feelings  •  External  and  observed  vs.  internal    •  Essen8al  to  conversa8on  and  social  exchanges  •  External  and  observed  vs.  internal    •  Essen8al  to  conversa8on  and  social  exchanges  

Commen8ng:  Ra8onale  

Commen8ng  is  challenging  because:  •  Learners  may  have  low  mo8va8on  for  social  exchange  •  Limited  vocabulary  and  concept  knowledge  

–  Hot,  cold,  shiny,  loud,  big,  preSy,  ugly  •  Restricted  interests  •  Difficulty  with  reciprocity    

Commen8ng:  General  Goals  of  Instruc8on  

•  Build  social  mo8va8on,  connectedness  •  Expand  language    

–  Vocabulary    –  Syntax  –  Pragma8cs  –  Conversa8on  

•  Promote  genera8ve  language  

 Emerging  Commenters  

Different  Levels  of  Commen8ng  Competence    

Emergent  Commenters:  Goals  

•  Label  -­‐  items  in  familiar  environments  •  Build  apprecia8on  for  joint  afen8on  and  informa8on  sharing  

•  Ini8ate  symbolic  commen8ng  

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Labeling

The Training Wheels of Comments

A Label Is a Generally a Noun

Power of Learning a Label

Ability to Label Enables “spoon”

Requesting --> ‘Want spoon’ Commenting --> ‘Silver spoon’ Directives --> ‘Get the spoon’ Wh questions --> ‘Where is the spoon?’

Tools  for  Emergent  Commenters    

•  Visual  Scene  Displays  with  voice  hotspot  

•  Animated  graphics  –  Especially  Descriptors  &  Verbs  

Commen8ng  Goals:  Intermediate  Communicator  

Build  concept  knowledge  Expand  vocabulary,  syntax,  linguis8c  knowledge  

Emergent  Communicators:  Tools  

 Mixed  display  

Emergent  Commenters:  Tools  

Teaching  combina8on  of  symbols  that  describe    –  “Red  truck”,  “funny  boy”    

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Advanced  Communicators:  Goals  

Syntax,  Syntax,  Syntax    Increase  genera8ve  language  and  decrease  scripted  phrases  

Pain & Illness

Other Application Suggestions

Preferred video routine

Window routine

Items in unexpected locations

I hear, see, feel (PECS)

Function 6: Questions Ques8ons  Defined:        Sentences  or  phrases  that  are  spoken,  wrifen,  gestured  or  otherwise  expressed  as  an  interroga8ve  and  directed  to  someone  in  order  to  receive  informa8on  in  reply.    Ques8ons  have  both  a  recep8ve  and  an  expressive  component  (Shane,  O’Brien,  &  Sorce,  2009).          

Thoughts  about  Ques8ons  

Valuable  means  of  gaining  informa8on  and  socially  engaging  with  others    Lay  founda8on  for  conversa8onal  exchange      Paradox  -­‐  those  with  reduced  language  capabili8es  are  frequently  bombarded  with  ques8ons  –    perhaps  to  compensate  for  reduced  capacity  with  other  forms  of  expression    Context  and  key  words  can  occasionally  serve  as  a  means  to  answer  some  ques8ons  –  not  always  prac8cal    Yes  –  No  –  50%  right  =  chance    

Thoughts  about  Ques8ons    Usually  begin  with  specific  ques8on  markers    “who,”  “what,”  “where,”  “how”  and  so  on      Elicit  informa8on  about    

•  Time  (“when”  ques8ons)  •  Place  (“where”  ques8ons)    •  people  /  par8cipants  (“who”  ques8ons)  •  Choice  (“which”  ques8ons)    •  Uncertainty  (“how”  and  “why”  ques8ons)    

 Can  serve  as  way  to  compensate  for  inability  to  ini8ate  requests.  “What  do  you  want?”  or  “Do  you  want  this?”  or  “Where  should  we  go?”    

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Ques8on  Types  Addressed  in  VIS  

•  Yes/no  ques8ons  pertaining  to  labels  (e.g.,  “Is  this  a  train?”)  •  Yes/no  ques8ons  pertaining  to  preferences  (e.g.,  “Do  you  want  some  raisins?”)  

•  Which  ques8ons  pertaining  to  choice  (e.g.,  “Which  one  do  you  

want?”)  

•  Who  ques8ons    

•  What  +  do  ques8ons  (e.g.,  “What  is  he  doing?”)  

•  Where  ques8ons  

•  Certain  aspects  of  when,  how  and  why  ques8ons  

Ques8ons:  Developmental  Perspec8ve  Typical age of acquisition (comprehension) for question forms

targeted in the VIP (after Chapman, 1981).

Question forms addressed in

the VIS

Typical age of acquisition (year;

month)

1. Yes/no 2:0

2. What + be (What is that?) 2:0

3. What + do (What is he

doing?)

2:6

4. Where (place) 2:6

5. Who 2:6

6. Whose 2:6

7. Why 3:0

8. How 3:6

9. Which 5:6

10. When (temporal) 5:6

Ques8on  Graphics  

Graphic symbols representing the question words who, what and where as portrayed by Mayer-Johnson Company, PixWriter, (SymbolStix) and the Autism Language Program (ALP) graphics

Text Mayer-Johnson PixWriter SymbolStix ALP Graphics

Who?

What?

What-be

What-do

Where?

Ques8on  Graphics    

Examples graphic images for Yes and No from three commercial developers of graphic symbols.

ALP Animated Graphics PCS: Mayer-Johnson SymbolStix (xxx)

No

Yes

Ques8on  Graphics  

Paucity  of  research  to  suggest  if  one  graphic  or  an  en8re  graphic  

set  is  superior  to  another  or  if  any  one  set  can  actually  improve  

or  facilitate  the  understanding  of  ques8ons  

Learning  Approaches  to  Ques8ons  

 

Buildable  Scenes      

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Instruction for Who, What , Where (non-literate learners)

Instruction for Who, What , Where (literate learners)

Example: Color-coding WH Questions

Which (Question response or behavioral selection from choice set ) Calendar for Teaching ‘When’

Calendar for Teaching ‘When’ Anima8on  to  Teach  Ques8ons    

 Elusive  Language  Concepts  :                (Wh  Questions)  

   Method:  Puddingstone  Ac5on  Factory  App  

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Apps  to  Teach  Ques8ons  Aligning  With  Characteris*cs  of  Au*sm    

 Elusive  Language  Concepts  :      (Wh  Questions)  

   

Languagelearning Apps, LLC $24.99

Aligning  With  Characteris*cs  of  Au*sm    Elusive  Language  Concepts  :      (Wh  Questions)  

   

SNAKEY

Function 7: Social Pragmatics

Social  Pragma8cs:  a  qualita8ve  func8on  of  communica8on  that  

reflects  an  individual’s  ability  to  ini8ate,  sustain,  terminate,  

par8cipate  and  direct  interac8ons  with  others  via  verbal  or  non-­‐

verbal  communica8ve  means  and  in  socially  appropriate  ways.  

   Shane,  et  al          Visual  Immersion  System:  A  guide  to  Communica*on  

Enhancement  in  Au*sm  

Defini8on  

Social Pragmatics

Social  pragma8cs  allows  for  the  appropriate  expression  of  the  six  communica8ve  func8ons  previously  reviewed    Address  social  pragma8cs  within  key  contexts  that  are  oten  problema8c  for  severe  end  of  ASD    Address  those  pragma8c  skills  that  most  likely  respond  to  systema8c  use  of  visual  supports      

Social Pragmatics

Social  pragma8cs  in  normal  development  are  both  learned  and  taught    Observa8onal  deficits  and  interac8ons  by  those  with  ASD    frequently  lead  to  un-­‐or  under-­‐developed  social  pragma8c  skill  development      Language  &  Cogni8ve  limita8ons  reduce  pragma8c  ability  

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Social Pragmatics

Social  pragma8cs  can  also  be  affected  by:  •  Mo8va8on  •  Joint  afen8on  •  Cogni8ve  ability    •  Language  ability  •  Afen8onal  deficits  •  Limited  TOM  (perspec8ve  of  others)  

Newman  –  Social  Pragma8c  Language    Acquisi8on  through  Interac8on  with  Siri  

hap://mobile.ny?mes.com/2014/10/19/fashion/how-­‐apples-­‐siri-­‐became-­‐one-­‐au?s?c-­‐boys-­‐bff.html?_r=1&referrer=  

Personal  Assistants    

“……they  will  also  be  able  to  carry  on  more  complex  conversa5ons  about  a  person’s  area  of  interest.  “Your  son  will  be  able  to  proac5vely  get  informa5on  about  whatever  he’s  interested  in  without  asking  for  it,  because  the  assistant  will  an5cipate  what  he  likes,”  said  William  Mark,  vice  president  for  informa5on  and  compu5ng  sciences  at  SRI.”  

Personal  Assistants    

Personalize  as  therapy  assistants?    Speech  improvement  Social  Pragma8cs:  •  Store  informa?on  on  friends,  family  and  acquaintances  to  be  recalled  prior  

to  a  visit  or  a  phone  call  to  aid  in  conversa?on  development  (Alexa,  tell  me  what  Aunt  Joann’s  hobbies  are).    

•  Program  to  prac?ce  basic  social  nice?es  with  Avitar  Timer  Func8on  Other    

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Function 7: Social Pragmatics Common  Social  Exchanges  affected  by  SP  deficits:  

•  Engaging  in  simple  gree8ngs,  par8ngs  and  small  talk  (a  new  voca8onal  site,  

mee8ng  new  people)  

•  Sharing  and  taking  turns  (wai8ng  in  line,  opening  presents,  wai8ng  for  food  

to  be  served)  

•  Traveling  to  and  tolera8ng  new  places  (church,  a  mall,  a  party)  

•  Mee8ng  new  people  (at  a  store,  family  gathering)  

•  Modifying  and  managing  atypical  behaviors  according  to  the  environment  

(knowing  what  is  appropriate,  where)  

Function 7: Social Pragmatics Three  areas  of  Social  Pragma8cs  targeted  in  VIS:        1.   Social  language  and  conversa8on  

2.   Play  skills    3.   Challenging  Behaviors  

Assessment  of  SP  

Part  1.  Assessment  of  Conversa?on  Skills        2.  Does  the  learner  ini?ate  or  respond  to  small  talk  (e.g.,  “How  was  

your  weekend?”  “What  have  you  been  doing?”  “What  did  you  do  at  school?”)  

3.  Does  the  learner  engage  in  conversa?on  around  a  shared  topic  (including  responding  to  and  asking  ques?ons  across  mul?ple  turns)?  

4.    Does  the  learner  ini?ate  conversa?on  with  a  familiar  partner  regarding  a  topic  relevant  to  the  partner  (e.g.,  recent  past  events,  interests,  family  members)?  

Assessment  of  SP  

Part  2.    Assessment  of  Play  Skills      1.    Does  the  learner  engage  in  sensorimotor  games  with  others  (e.g.,  chasing,  8ckles)?  Yes  –  no  interven8on  required  No  –  refer  to  Interven8on  sec8on  2A:  Sensorimotor  Play      2.    Does  the  learner  engage  in  pretend  play  (e.g.,  feeding  a  baby  doll)?    Yes  –  no  interven8on  required  No  –  refer  to  Interven8on  sec8on  2B:  Pretend  Play      3.    Does  the  learner  engage  in  rule-­‐based  games  with  others  (e.g.,  board  games)?  Yes  –  no  interven8on  required  No  –  refer  to  Interven8on  sec8on  2C:    Rule-­‐based  game  play  

Assessment  of  SP  

Part  3.    Assessment  of  Challenging  Social  Behaviors      1.  Does  the  learner  exhibit  persevera8ve  behaviors?      2.    Does  the  learner  engage  in  conversa8onal  turn-­‐taking?      3.    Does  the  learner  exhibit  overuse  of  scripted  phrases?      4.    Does  the  learner  exhibit  inappropriate,  obtrusive,  or  emo8onal  responses  (outbursts)?      5.    Does  the  learner  have  difficulty  understanding  and  honoring  personal  space  and  boundaries?      6.    Does  the  learner  exhibit  an  aberrant  or  distrac8ng  voice  or  speech?    

 1.   Social  language  and  conversa8on  

•  Social  gree8ngs  

•  Extended  gree8ngs  

•  Engaging  in  Small  Talk    

•  Conversa8on  Around  a  Shared  Topic    

•  Ini8a8ng  Conversa8on  Based  upon  Prior  Knowledge    

 

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Social  language  and  conversa8on  

Tools  

Social  gree8ngs  

•  Low  Tech  -­‐    

 

•  Hi  Tech  –  Video  Modeling    

Social Pragmatics – Tools (Greetings)

Low  Tech    

(Echoic  Greeter)      

   

Social Pragmatics – Tools (Greetings)

Hi  Tech  

 

Video  Modeling  (can  be  self)      

   

Social Pragmatics – Tools (Expanded Greetings)

Social  Story  

“When  I  see  someone  I  know  I  say  “hi,”  look  at  them,  and  wave/shake  hands.    If  they  say  “How  are  You?”  I  can  say  “Good/fine.”    I  can  say  “how  are  you?”  or  I  can  give  them  a  compliment.”  

Social Pragmatics – Tools (Expanded Greetings)

Turn  taking  visual    

Social Pragmatics – Tools (Expanded Greetings)

Ini8a8ng  and  responding  to  compliments    

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Social Pragmatics – Tools (Small Talk)

Scripted  

Last  week  I…..  Ac5vity  With        (who  picture)  At  (where  picture)  

Social Pragmatics – Tools (Small Talk)

Ini8a8ng  

Function 7: Social Pragmatics Three  areas  of  Social  Pragma8cs  targeted  in  VIS:        2.  Play  skills  

•  Exploratory    

•  Rou8ne  based    

•  Rule  Governed  

•  Pretend    

Function 7: Social Pragmatics Three  areas  of  Social  Pragma8cs  targeted  in  VIS:        3.  Challenging  Behaviors  

Topic Shifting - Preservative Topics

Waiting: Low Tech

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Waiting: Hi-Tech

Observational Learning - Virtual Character/s 1. Demonstrate Appropriate Behavior 2. Virtually Countdown

Next  Genera8on  Apps  &  Tools  for  Learning  &  Communica8on    

                 

Trends  in  Applied  Technology  

Wearable  Technology  

Scene Cues & Wearable Technology

Primary  Aim    To  determine  the  effect  of    “Just-­‐In-­‐Time”  (JIT)  visual    supports  delivered  through    wearable  technology  (e.g.,    the  Apple  Watch)  on  language    and  behavior  of  individuals    with  Au8sm  Spectrum    Disorder  (ASD)    

Principal Investigator : Amanda O’Brien, MS  

Just-­‐in-­‐Time  Supports  in  AAC  

Based  on:  – Schlosser,  R.  W.,  Shane,  H.  C.,  Allen,  A.,  Abramson,  J.,  Laubscher,  E.,  &  Dimery,  K.  (2015).  Just-­‐in-­‐?me  supports  in  augmenta?ve  and  alterna?ve  communica?on.  Journal  of  Physical  and  Developmental  Disabili*es.  Advance  online  publica?on.    

– DOI.  10.1007/s10882-­‐015-­‐9452-­‐2    

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Just-­‐in-­‐Time  

•  Origin:  –  Japanese  business  strategy  to  streamline  inventory  –  Signals,  or  “Kanban,”  inform  produc?on  line  exactly  when  next  part  is  needed:  i.e.,  "Just-­‐in-­‐Time”  

–  Informa?ve  Video  

•  Adapta?on  to  other  fields:  – Medicine  –  JIT  text  messages  –  Just-­‐in-­‐Time  Teaching  (JITT)  

Applica8on  to  AAC  

•  Currently:  –  Research  with  SLI  and  word  produc?on  shows  promise  of  JIT  for  treatment  purposes  

–  Technological  advances  support  current  use  of  JIT  in  AAC  •  Examples:  

–  Situa?on-­‐specific  vocabulary  by  GPS  –  Shane’s  applica?ons:    

•  symbolTalk  •  M-­‐STARR  

–  Scene-­‐Cues  –  Light  et  al.  (2012)  ASHA  paper  –  Drager  et  al.  (2014)  ISAAC  paper  

Proposal    

•  Proposal:  –  Possibility  of  providing  supports  that  tradi?onally  are  not  provided  on  an  “as  needed”  basis  

•  JIT  can:  – Deliver  prompts,  reminders,  rewards,  encouragement,  memory  aids  and  error  correc?on  from  a  distance  

–  Improve  independence  across  serngs  –  Provide  more  efficient  storage,  retrieval,  and  delivery  compared  to  low  tech  materials  

– Allow  for  mul?ple  formats  of  delivery  that  can  be  tailored  to  an  individual’s  processing  strengths  

Organiza?onal  Framework  

Classifications

Intended  Purpose Modalities Source Delivery

Methods

Framework  -­‐  Intended  Purposes  •  Prompts:  

–  Used  to  bring  about  an  ac?on  by  the  recipient    •  Reminders:  

–  Given  at  exact  moment  when  ac?ons  should  occur  –  Repeated  behaviors  will  establish  a  new  rou?ne  

•  Rewards:  –  Allows  for  reinforcement  is  associated  with  desired  behavior  

•  Encouragement:  –  Show  instantaneous  support  of  successful  behavior  

•  Conversa?on:  –  Aid  in  star?ng,  maintaining,  or  ending  a  conversa?on  –  May  also  assist  in  repairing  communica?on  breakdowns  

•  Vocabulary:  –  Selec?on,  instruc?on,  organiza?on,  and  generaliza?on.    

•  Generaliza?on:  –  Assist  in  transfer  of  skills  to  natural  environment  

•  Organiza?on:  –  Clarify  organiza?on  for  confused  learners  

Framework  -­‐  Modali8es  

•  Auditory  Modality:  –  “Earcons”  –  Spoken  language  or  non-­‐linguis?c  environmental  sounds  –  Pr-­‐recorded  or  created  at  ?me  of  delivery  

•  Visual  Modality:  –  “Eyecons”  –  Sta?c/animated  graphic  symbols,  tradi?onal  orthography,  photos,  sta?c/dynamic  scene  cues,  video,  and  flashing  screens/indicators  

•  Vibrotac?le  Modality:  –  “Vibrons”  – Wearable,  pulsa?ng  mobile  technology  

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Framework  -­‐  Sources  

•  Self-­‐Ini?ated:  – The  learner  becomes  aware  of  a  need  for  support  

•  Automated:  – Supplied  when  needed  without  human  assistance  – Guided  by  preprogrammed  ?mes,  environment  detec?on,  or  partner  speech  analysis  

•  Mentor-­‐Generated:  – Supplied  by  a  family  member,  peer,  or  support  personnel  

Framework  -­‐  Methods  of  Delivery  

•  Face-­‐to-­‐Face:  – Mentor-­‐Generated  JITs  

•  Wireless  Transmission:  – Mentor-­‐Generated  JITs  

•  Preprogrammed:  – Automated  JITs  

•  Teleprac?ce:  – Mentor-­‐Generated  JITs  

•  Direct:  –  Self-­‐ini?ated  JITs  

Benefits  of  JIT  

•  Decrease  demands  on  Working  Memory:  – Dynamic  displays  place  addi?onal  demands  on  working  memory.  

–  JIT  as  a  memory  aide  or  to  introduce  vocabulary/symbols  in  context  

– Less  burden  on  naviga?on  =  more  focus  on  understanding  symbols  or  ongoing  conversa?on  

Benefits  of  JIT  

•  Situated  Cogni?on  &  Ac?on  – Both  JIT  and  Language  in  general  are  situa?on  specific  

– Face-­‐to-­‐face  conversa?ons  depends  on  context  –  JIT  can  further  clarify  the  rela?onships  between  symbols  and  objects  in  a  par?cular  situa?on  

– Thus  JIT  cues  of  situa?onal  features  work  in  conjunc?on  with  speech  to  aid  in  language  comprehension  

Benefits  of  JIT  

•  Teachable  Moments:  – Opportuni?es  for  a  child  to  learn  when  they  are  excited,  engaged,  and  primed  for  learning  

– Requires  ac?ve  role  of  teacher  –  JIT  supports  may  enhance  likelihood  of  learning  due  to  implica?ons  for  communica?on  partners  

Scene Cues & Wearable Technology

Primary  Aim    To  determine  the  effect  of    “Just-­‐In-­‐Time”  (JIT)  visual    supports  delivered  through    wearable  technology  (e.g.,    the  Apple  Watch)  on  language    and  behavior  of  individuals    with  Au8sm  Spectrum    Disorder  (ASD)    

Principal Investigator : Amanda O’Brien, MS  

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Scene Cues & Wearable Technology

Secondary  Aims    1.  Assess  opera5onal  competencies  

•  Percep8on  of  images  on  screen.  •  Tolerance  for  wearing    •  Raise  arm  to  view    •  Tap  screen  view  dynamic  cue      

       2.  To  explore  mul5modality  of  JIT  delivery  and  comprehension.  

•  Visual  only  (e.g.,  sta8c  scene  cue,  dynamic  scene  cue).  •  Auditory  cue  presented  with  dynamic  scene  cues.  •  Afen8on  to,  and  comprehension  of,  hap8c  prompts.      

 

Scene Cues & Amazon Echo Technology

Primary  Aim    To  determine  the  effect  of    “Just-­‐In-­‐Time”  (JIT)  visual    supports  delivered  by  the      Amazon  Echo  Technology  (e.g.,    on  language  and  behavior  of  Individuals  with  an  Au8sm  Spectrum    Disorder  (ASD)    

Trends  in  Applied  Technology  

Mobile  Device  Interac8vity    

Symboltalk  

202  

SymbolTalk  

Unique  features  –  “next  genera8on”  App  1.   Voice  driven  Speech  to  Graphic  Transla8on  2.   Two-­‐way  transmission  between  devices  3.   Intelligent  Q  &  A  tool  -­‐    AKA  Smart  Ask  

203  

SymbolTalk  –  iPad  App  

Finn  pushes  the  shopping  cart.  

Mentor’s  device  

I  understand

!  

Learner’s  device  

Transmit  

Next  Genera8on  Communica8on  Apps  

DEMO  

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Evolu8on  of  the  Synthesized  Computer  Voice  

 Robo8c  à  Intelligible  à  Natural  à  Personalized